The online racing simulator
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ELDemon
S2 licensed
So I have a question, would it be possible to get an extended triangle limit, at the moment it's quite hard for me to import a decent bike most of the triangles are well above the limits the gave provides and when they are much closer there's is still problems, most of the bikes I wanted to use seemed to be single-sided which means the panels were invisible from some angles... the only way I found to fix this was to make all those panels double-sided which then extends the number of triangles. It's really quite a difficult task..
Evo X Development
ELDemon
S2 licensed
So it begins.
Last edited by ELDemon, .
ELDemon
S2 licensed
Quote from detail :I meant the disappearing reflection.

Not sure I can do anything about that. Maybe scawen never expected you to go that close.
32_R, Development progress.
ELDemon
S2 licensed
Here is some of the development stages of the R32 golf I am creating first lets start with the base.

massive thanks to nite for allowing me to port the car to lfs.
Last edited by ELDemon, .
ELDemon
S2 licensed
Quote from detail :Found this video on YouTube. Impressive. IDK if the mirror issue is fixed/fixeable. Impressive to see the head in helmet moving in the mirrors. Big grin

That should be fixed very soon, the whole mirror will be replaced with new ones.

edit: if you are talking about the holes that is, the greying out is because he went to close with the helmet.
ELDemon
S2 licensed
@Scawen I saw even a lot of the frequently used cars barely having ratings either, wouldn't it be a better idea to showcase the "most used" mods or "most downloaded" or to have these as a sorting category. This I found is an easier way to tell me which mods are used the most and would help to prioritise the "better" more used mods.
ELDemon
S2 licensed
Quote from Alf Bj Cro :Respect, first of all all praise and one criticism. If a greater angle of inclination might be added, it would be good for a smooth passage through bends.

Trust me when I say this, that is not so easy to achieve, I am not sure I'm physically able to improve this mod without unrealistic changes. I am unsure what to do!
ELDemon
S2 licensed
Quote from Lopyt_Music :Feels very top heavy, I've never driven one of these before, and I know they aren't designed for circuit tracks but its very hard to steer because it falls over all the time. I think the rear wheels are supposed to be small and expand under acceleration, but I don't know if thats possible in this game, though it would be nice. Good luck with the mod, I enjoyed

Also I've been to these races and they are supposed to be so ridiculously loud that you can't even hear yourself yelling, this one sounds very quiet

Everything with centre of gravity is looking ok, I imagine it's just the difference in wheel size that does it, I'm not sure I want to increase the front wheel size any, I will see if I can fix this without an obvious change.
ELDemon
S2 licensed
Quote from Lopyt_Music :Feels very top heavy, I've never driven one of these before, and I know they aren't designed for circuit tracks but its very hard to steer because it falls over all the time. I think the rear wheels are supposed to be small and expand under acceleration, but I don't know if thats possible in this game, though it would be nice. Good luck with the mod, I enjoyed

Also I've been to these races and they are supposed to be so ridiculously loud that you can't even hear yourself yelling, this one sounds very quiet

I don't believe the car has a high centre of gravity I will check that and the the thing you suggested about the tires is impossible they are that hig for grip and to make them last as you start to go high speed and well the sound I kept normal to save people's ears lol
650RR-T
ELDemon
S2 licensed
Vehicle mod: 650RR-T
Details page: https://www.lfs.net/files/vehmods/7D54F8

SHORT DESCRIPTION:
Quote :650RR Turbo edition

DESCRIPTION:
Quote :Turbo engine version of the pre-existing 650RR.

COVER SCREENSHOT:
ELDemon
S2 licensed
Fixed some inconsistencies and this bike actually feels really good for me, I don't think I will make many changes to physics now.
ELDemon
S2 licensed
Quote from Gutholz :That sounds like a nightmare for any external tools, host settings, hotlap lists etc.

Is that really necessary though? Some mods get flak for being merely tweak-mods of default LFS cars. So does it need the same mod in 5 different tweak versions that look the same? No matter if done by being separate cars or setup options..

I think actually I mentioned an editable config (maybe linked to setup) for all the base cars, I think this would remove a lot of the tweak cars that are engine/suspension tweaks only from the list if they are able to make the same changes in the setup menu as far as the host settings and insim etc, maybe scawen could think of a workaround.
ELDemon
S2 licensed
I would Like to see some love to engine configs, it would be nice to have an option to select a different engine configuration maybe with different power (or an added turbo) without having to add a whole new vehicle, I think this is highly needed option and I think the other bike will also benefit from this setting and it won't be needed to post 5 different bikes all of the same model
ELDemon
S2 licensed
Quote from Scawen :Yes, you need to edit that subobject. I assume it is a "steering wheel" subobject.

You need to edit it and select all the points and rotate them, so that the fork stanchions look "vertical" when the object has rotation of 0,0,0

I suggest this approach:

- enter modeller
- set rotation of the steering wheel subobject to 0,0,0
- take a side view and, with an appropriate rotation point selected, rotate all points around that point, to make the fork stanchions vertical

For the rotation, you could do a calculation to work it out or use a trial and error method. I recommend, if you do trial and error, you should undo after each trial before you try again. This will avoid inaccuracy building up from multiple rotations.

Think it is very close now, there is a slight inconsistency you may not see and the handlebars travel through the windscreen when turning to max angle while being stopped, I will try to heavily improve the mod overall and have some planned things wanted by others. Thanks for the help Scawen, appreciate it.
ELDemon
S2 licensed
Quote from PeterN :
Also can the windscreen be made lighter? When adjusting the game view to be able to see the dials half the screen is then very dark!

I want to also say that this is due to the shadow the reason it's extra dark, not sure how I can fix this, I can lighten the outside glass, but nothing will change for the inside.
ELDemon
S2 licensed
Quote from Scawen :Community ratings are suggesting to approve this mod soon but I don't think it's a good idea until the handlebar turning is fixed. Here's a link to my video about setting up a bike properly with various values including trail reduction / fork offset.
https://www.lfs.net/forum/thread/96435

I tried a few times even following along to that very video, I think my problem came from how I initially Imported it.

I could make it rotate now but it would not line up correctly at the bottom.

Edit: So after so fiddling it seems to be the way I imported the model Scawen, so the problem I have is that it works, but it looks like this, is there an easy way to fix this without reimporting that whole section?
Last edited by ELDemon, .
ELDemon
S2 licensed
Quote from 1993S14 :I love this mod!

Thanks, glad everyone is enjoying it, this was a real challenge! Planned update soon
ELDemon
S2 licensed
Scawen, so some thoughts for you, with the animation, is there a possibility of adding movement of driver mass with animation, for example, if I made the driver lean in the animation I would expect his weight to shift too but it doesn't seem to do that.


Edit: Talking about for the bike..
ELDemon
S2 licensed
Quote from detail :Seems to work now, thanks a lot!

No problem, let me know if you find anything else, but handlebars are on my learn to how make work list Smile
ELDemon
S2 licensed
Quote from detail :Just checked the replay, and see it was a red barrier effect, not exactly a collision.

posted an update, unsure if it fixed it as I cant test it myself
ELDemon
S2 licensed
Quote from detail :Here it is. See the end of the MPR, and the setup.

P.S. Was fun to see wheel users complain "it's undriveable on supers!" Smile

18 people are now using the bike online. It's very addictive! Congratulations Smile

Very strange indeed, not sure even how to go about mending this without disturbing the flow, I also did notice the sensitivity of damage for the bikes, small wheelies on the stiffer setup will cause damage to the front,(edited, I fixed this issue)
Last edited by ELDemon, .
ELDemon
S2 licensed
Quote from detail :Oh, that's what you meant. Great to see them fixed!

Drove this on TC CityDriving tonight. Many drivers had a problem with suspension: when you fall down and hit a barrier with the wheels, vertical component gets damaged. You restore the bike and just sit on the ground, unable to move at all.

Also question: does it really have 30-45 cm suspension travel? Probably if it gets limited vertically, the bike will be able to sit on the wheels bumper stops when the spring is broken?

Did you use a default setup for cruising, I think since the We1 sets are very stiff on suspension aswell and damping etc, I'm sure that's most likely the problem, can you try to reproduce this using a soft set?
ELDemon
S2 licensed
Quote from PeterN :Can you make the wheel hubs stay in the correct position? Same with the front...

This is all fixed please review if it's still not correct please let me know


Quote from Latvian Video :The mudguard and the hubs don't move with the wheel and it doesn't actually steer the handlebar. Those are my main complaints atm.

Also some issues with the handlebars working correctly, I Have tried so many times to make them work correctly but I am sure I am doing something wrong.
ELDemon
S2 licensed
Quote from Scawen :I has a quick go at trying the supersampling method. The first test was to draw without AA enabled. I already came across a problem, the triangle edge lines, with triangles drawn in wireframe mode, do not look as I would expect a simple line drawing function to work. So this would require more experimentation and there isn't time at the moment.

Anyway, a test version is now available. I have a question, should both the black wireframe on white background, and the white wireframe on black background, both be available? Or is one of them definitely better and so I shouldn't even have the function for the other one?


EDITOR update W55:

New buttons to create skin templates in 'page' mode:
- create shaded skin texture
- black and white skin texture
- white background wireframe
- black background wireframe

Number of points and triangles per spoke object now depends on the
number of spokes - maximum for all spokes of a wheel is now 1600

FIX: Mouse direction (for selecting triangles, etc) was calculated
wrongly if aspect ratio of visible area was wider than 16:9

https://www.lfs.net/forum/thread/95664

Is there a better way of matching the size of the two sides, for example, I spent a long time just messing with the mapping so they looked the same size on the skin template if you could make this a bit easier to manage unless I am missing something. Thanks.
650RR
ELDemon
S2 licensed
Vehicle mod: 650RR
Details page: https://www.lfs.net/files/vehmods/8ADBEE

SHORT DESCRIPTION:
Quote :Recreation of a sports bike 650cc *READ NOTES*

DESCRIPTION:
Quote :This is a wild beast to tame, handle it very smoothly. Small smooth turning inputs as well as acceleration and braking.. if you want to brake hard do so in a straight line or you will most likely crash. Until you master the bike do not touch the curbs they will upset the bike.

To master this bike you need to learn to be gentle on and off both accelerator and braking without upset to the bike you need to apply and lift them gently.

For Wheel Users I recommend 300-450 degrees with 70% force and 0 turn compensation.

I am still working on getting the specific specs for the bike close to the counterpart and changes to specifics will come over time.

COVER SCREENSHOT:
FGED GREDG RDFGDR GSFDG